big-refactor #106
6 changed files with 32 additions and 25 deletions
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@ -161,24 +161,24 @@ function Actor2D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxI
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end
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end
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if (type == "main") then
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if (type == "main") then
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self.mainHitbox:modify(ox, oy, w, h)
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self.mainHitbox:setFromData({ox, oy, w, h})
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else
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else
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local hitboxName = anim .. frame .. type .. id
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local hitboxName = anim .. frame .. type .. id
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self:addHitbox(hitboxName, type, ox, oy, w, h, isSolid)
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self:addHitbox(hitboxName, type, {ox, oy, w, h}, isSolid)
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return hitboxName
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return hitboxName
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end
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end
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end
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end
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function Actor2D:initMainHitbox()
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function Actor2D:initMainHitbox()
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self.mainHitbox = Hitbox(self, self.type, 0, 0, self.w, self.h, self.isSolid)
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self.mainHitbox = Hitbox(self, self.type, {0, 0, self.w, self.h}, self.isSolid)
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self.mainHitbox:advertiseAsMainHitbox()
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self.mainHitbox:advertiseAsMainHitbox()
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end
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end
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function Actor2D:addHitbox(name, type, ox, oy, w, h, isSolid)
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function Actor2D:addHitbox(name, type, data, isSolid)
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if (self.hitboxes[name] ~= nil) then
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if (self.hitboxes[name] ~= nil) then
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core.debug:warning("actor2D", "the hitbox " .. name .. " already exists")
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core.debug:warning("actor2D", "the hitbox " .. name .. " already exists")
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else
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else
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local hitbox = Hitbox(self, type, ox, oy, w, h, isSolid)
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local hitbox = Hitbox(self, type, data, isSolid)
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self.hitboxes[name] = hitbox
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self.hitboxes[name] = hitbox
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return hitbox
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return hitbox
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end
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end
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@ -186,24 +186,24 @@ function Actor3D:addHitboxFromFrameData(framedata, animationID, frameID, hitboxI
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end
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end
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if (type == "main") then
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if (type == "main") then
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self.mainHitbox:modify(ox, oy, oz, w, h, d)
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self.mainHitbox:setFromData({ox, oy, oz, w, h, d})
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else
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else
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local hitboxName = anim .. frame .. type .. id
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local hitboxName = anim .. frame .. type .. id
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self:addHitbox(hitboxName, type, ox, oy, oz, w, h, d, isSolid)
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self:addHitbox(hitboxName, type, {ox, oy, oz, w, h, d}, isSolid)
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return hitboxName
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return hitboxName
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end
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end
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end
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end
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function Actor3D:initMainHitbox()
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function Actor3D:initMainHitbox()
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self.mainHitbox = Hitbox(self, self.type, 0, 0, 0, self.w, self.h, self.d, self.isSolid)
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self.mainHitbox = Hitbox(self, self.type, {0, 0, 0, self.w, self.h, self.d}, self.isSolid)
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self.mainHitbox:advertiseAsMainHitbox()
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self.mainHitbox:advertiseAsMainHitbox()
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end
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end
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function Actor3D:addHitbox(name, type, ox, oy, oz, w, h, d, isSolid)
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function Actor3D:addHitbox(name, type, data, isSolid)
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if (self.hitboxes[name] ~= nil) then
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if (self.hitboxes[name] ~= nil) then
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core.debug:warning("actor3D", "the hitbox " .. name .. " already exists")
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core.debug:warning("actor3D", "the hitbox " .. name .. " already exists")
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else
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else
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local hitbox = Hitbox(self, type, ox, oy, oz, w, h, d, isSolid)
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local hitbox = Hitbox(self, type, data, isSolid)
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self.hitboxes[name] = hitbox
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self.hitboxes[name] = hitbox
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return hitbox
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return hitbox
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end
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end
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@ -27,9 +27,8 @@ local BaseActor = Object:extend()
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-- INIT FUNCTIONS
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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-- Initialise the actor and its base functions
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function BaseActor:init(world, type, x, y, z, w, h, d, isSolid)
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function BaseActor:init(world, type)
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self.type = type or ""
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self.type = type or ""
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self.isSolid = isSolid or false
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self.depth = 0
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self.depth = 0
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self.updateFunctions = {}
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self.updateFunctions = {}
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@ -27,16 +27,13 @@ local Hitbox2D = Object:extend()
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-- INIT FUNCTIONS
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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-- Initialise the actor and its base functions
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function Hitbox2D:new(owner, type, ox, oy, w, h, isSolid)
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function Hitbox2D:new(owner, type, data, isSolid)
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self.owner = owner
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self.owner = owner
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self.world = owner.world
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self.world = owner.world
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self.type = type
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self.type = type
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self.ox = ox
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self:setFromData(data)
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self.oy = oy
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self.x, self.y = self:getPosition()
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self.x, self.y = self:getPosition()
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self.w = w
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self.h = h
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self.isSolid = isSolid
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self.isSolid = isSolid
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self.isMainHitBox = false
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self.isMainHitBox = false
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@ -57,6 +54,13 @@ function Hitbox2D:modify(ox, oy, w, h)
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self.h = h
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self.h = h
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end
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end
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function Hitbox2D:setFromData(data)
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self.ox = data[1]
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self.oy = data[2]
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self.w = data[3]
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self.h = data[4]
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end
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function Hitbox2D:setDebugColor(r,g,b)
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function Hitbox2D:setDebugColor(r,g,b)
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self.debug = {}
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self.debug = {}
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self.debug.r = r
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self.debug.r = r
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@ -27,18 +27,13 @@ local Hitbox3D = Object:extend()
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-- INIT FUNCTIONS
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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-- Initialise the actor and its base functions
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function Hitbox3D:new(owner, type, ox, oy, oz, w, h, d, isSolid)
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function Hitbox3D:new(owner, type, data, isSolid)
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self.owner = owner
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self.owner = owner
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self.world = owner.world
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self.world = owner.world
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self.type = type
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self.type = type
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self.ox = ox
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self:setFromData(data)
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self.oy = oy
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self.oz = oz
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self.x, self.y, self.z = self:getPosition()
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self.x, self.y, self.z = self:getPosition()
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self.w = w
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self.h = h
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self.d = d
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self.isSolid = isSolid
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self.isSolid = isSolid
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self.isMainHitBox = false
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self.isMainHitBox = false
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@ -61,6 +56,15 @@ function Hitbox3D:modify(ox, oy, oz, w, h, d)
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self.d = d
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self.d = d
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end
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end
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function Hitbox3D:setFromData(data)
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self.ox = data[1]
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self.oy = data[2]
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self.oz = data[3]
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self.w = data[4]
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self.h = data[5]
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self.d = data[6]
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end
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function Hitbox3D:setDebugColor(r,g,b)
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function Hitbox3D:setDebugColor(r,g,b)
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self.debug = {}
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self.debug = {}
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self.debug.r = r
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self.debug.r = r
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@ -33,7 +33,7 @@ function Gizmo:applyProperties()
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self.isSolid = self.properties.isSolid
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self.isSolid = self.properties.isSolid
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self.mainHitbox.isSolid = self.properties.isSolid
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self.mainHitbox.isSolid = self.properties.isSolid
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if (self.isSolid) then
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if (self.isSolid) then
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self:addHitbox("btnInput", "btnInput", -1, -1, self.w + 2, self.h + 2, false)
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self:addHitbox("btnInput", "btnInput", {-1, -1, self.w + 2, self.h + 2}, false)
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end
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end
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self.needButton = self.properties.needButton
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self.needButton = self.properties.needButton
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self.charId = self.properties.charId or 1
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self.charId = self.properties.charId or 1
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